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General Thread

by Aardappel on 01/05/2002 01:55, 15527 messages, last message: 03/01/2024 13:02, 12350858 views, last view: 10/06/2024 09:23

for questions, announcements etc.

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#9514: Re: Compiling the CVS

by Quin on 11/15/2007 02:04, refers to #9510

You want the the stable (1.0-rc2) build that is *bundled with mingw*, which is what I use to generate the project.

You do not want the standalone version unless you already have mingw installed, in which case you need to point CB toward it (consult their docs/support for that then).

The reason for choosing the stable version was both that it was, in fact, stable, and has bundled versions which stop these kind of questions (it makes it easy for anyone), because it "just works".

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#9515: Re: Compiling the CVS

by MovingTarget on 11/15/2007 02:19, refers to #9514

You're right, actually. The only reason I use the nightly builds is that the 1.0-rc2 build was released about a year ago! I like stuff that's up-to-date!

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#9516: Re: Rendering Type

by Acord on 11/15/2007 05:37, refers to #9511

Not entirely sure - I think Aard, Eirhul or Quin might be able to answer your question. I just make pretty things with it :)

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#9517: Re: Rendering Type

by demosthenes on 11/15/2007 07:43, refers to #9511

Uses OGL, renders polys, models. Pretty simple. Then the rendered objects are moved through renderspace and re-rendered at however fast your computer can do so, movement dependent on input. Just like almost every other FPS.

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#9518: ..

by w2+2 on 11/15/2007 23:39

anyone want to try porting the cube 1 to android? It could be an interesting experiment.

I cant think of any reasons why it wouldnt work, but then again i could be wrong.

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#9519: Modifying Asault Cube Resolution

by Gargoile on 11/16/2007 01:43

I read the guide on how to edit the screen resolution but i cant find the file it says to edit. what should i do

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#9520: Elevator md2

by slider on 11/16/2007 14:29

Hi Peeps Im nearly terrified to post on this forum at times but please let me tell you in advance I have googled and used the search function for a response to this without avail. I will admit this much I am a noob and I\'m not ashamed of the fact we have to start somewhere right ? Anyways I have been very inspired with the CVS version of sauerbraten and the new toys i.e elevators barrels etc so I downloaded an open source md2 model of an elevator lift and added it to a customer singleplayer map. My problem is however that although it appears to be more than big enough and hollow, that I cant seem to get inside. I can clamber on top of it but just not inside it. I am using the open source software misfit with md2 and md3 support for model creation and editing. Anyone any ideas do I have to convert the md2 some how ? I have really no clue...I\'m gonna get flamed arent I

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#9521: Re: Elevator md2

by tentus_ on 11/16/2007 15:12, refers to #9520

The way that model collision works is that a model is given a single chunk of space which the player an no longer run through. A hollow elevator model will be treated a lot like a big crate, because the collision is so simple. What you need to do is define it so that only the floor of the elevator has a bounding box.

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#9522: Re: Elevator md2

by slider on 11/16/2007 18:07, refers to #9521

I see how is this done ? through the 3d application ? *blushes*

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#9523: Re: Elevator md2

by SheeEttin on 11/16/2007 21:46, refers to #9522

Nope. It's in the manual, specifically here: http://sauerbraten.org/docs/editref.html#mapmodel
The mapmodel command goes in the model CFG.

Be aware, though, that (like tentus said), the collision box is a simple rectangular prism. If you define it to be around the floor of the elevator, people can pass through the walls and ceiling of the elevator.

I think the best thing to do is a simple cubic model. (I used the pallet model for the elevator in my demo map for the new ents, which you can find on Quadropolis.)

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#9524: ..

by slider on 11/16/2007 22:23

Thanks guys appreciate the effort on this. I have tried the demo incidentally which inspired me to go looking for map models to experiment with but I'll stick with the pallet for the moment.

much love

slider

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#9525: Re: ..

by tentus_ on 11/17/2007 00:26, refers to #9524

It'd be possible to fake hollow object by building each side as a separate model- a floor, three walls, and a ceiling moving in sync would do just fine. But making it seamless could be kinda hairy, so a simple platform is probably best for now. Handrails are for wimps :)

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#9526: Re: ..

by MeatROme on 11/17/2007 11:01, refers to #9525

yeah, plus the fact that all these new ents are pushable ... so if you haven't blocked the path of your platform/elevator off with geometry anything from players to other moveable ents could dislodge it.
So a combo of models moving in synch ... ;-)

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#9527: help

by ediblesteel on 11/18/2007 11:09

i tryed setting the resolution to 640 by 480 but it still runs slow... how do u set no anti aliasing or antrosopic filtering or w/e.... i have a new comp with 2gigs of ram and a nvidia 6 series graphics card and i also have an amd athalon core duo processer... help plz

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#9528: help

by ediblesteel on 11/18/2007 11:10

i tryed setting the resolution to 640 by 480 but it still runs slow... how do u set no anti aliasing or antrosopic filtering or w/e.... i have a new comp with 2gigs of ram and a nvidia 6 series graphics card and i also have an amd athalon core duo processer... help plz

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#9529: Re: help

by MovingTarget on 11/18/2007 15:22, refers to #9528

Look here for a performance guide:
http://www.sauerbraten.org/docs/static_wiki/Performance%20Guide.html

Explained is how to turn off antialiasing, with the command line option -a0

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#9530: Re: help

by MeatROme on 11/18/2007 15:29, refers to #9529

or try the non-static version
http://cube.wikispaces.com/Performance+Guide
(in case it get's an overhaul)

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#9531: Re: help

by demosthenes on 11/19/2007 07:15, refers to #9528

Translation:

"I tried setting the game resolution to 640x480, but the game still runs slow. How could I disable both anti-aliasing and anisotropic filtering? I recently got a computer with 2GB RAM, an nVidia GeForce 6 series GPU, and an AMD Athlon 64 X2."

"Core Duo" is an intel trademark, not another way to say Dual Core. Jeez.

Bluh, the things tiredness drives on to.

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#9532: re: Help

by Q009 on 11/19/2007 10:45

So try 400x300

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#9533: re: Help

by Q009 on 11/19/2007 10:45

So try 400x300

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